PROFESSIONS

Six trades. You do your own trade's work well and everything else badly, so teamwork genuinely helps and a town needs all six to supply itself.

Taking a Profession

You start with no profession, so every penalty applies to you. Pick the work you actually do.

  1. 1Find the Registrar at spawn and take the Professions quest.
  2. 2Speak to the Farmer, Miner, Blacksmith, Innkeeper, Enchanter and Lumberjack. He won't write you down until you've heard all six.
  3. 3Go back to the Registrar and pick.

Once chosen, you wait a week to change it.

IMAGE · The Registrar at spawn

The Six Trades

Each profession is exempt from one penalty and carries the other five.

Miner

Breaks stone and ore at full speed, and now and then senses ore nearby.

Everyone else: Stone and ore break slowly.

Lumberjack

Chops at full speed and fells several logs in one swing.

Everyone else: Chops slowly, and half your logs splinter into planks.

Farmer

Takes a full harvest, and keeps the farmland when harvesting with a hoe.

Everyone else: A smaller harvest, and the farmland turns back to dirt.

Blacksmith

Builds gear to full durability, and never meets Too Expensive at the anvil.

Everyone else: Gear you craft has less durability, permanently.

Enchanter

Enchants past the usual limit now and then, and can take an enchantment off an item onto a book at a grindstone. The item is destroyed.

Everyone else: The table stops at 2 enchantments at level 2.

Innkeeper

Food stacks to 16, eats faster, keeps you full longer, and some batches heal.

Everyone else: Food you cook stacks to 8 and eats slower.

IMAGE · An anvil and an enchanting table

Whose Bench

The anvil is the Blacksmith's and the enchanting table is the Enchanter's.

  • At your own bench you work up to 3 enchantments at level 3.
  • At anyone else's you are limited to 2 at level 2.
  • Villagers only buy cooked food made by an Innkeeper and gear made by a Blacksmith.